Algor mortis chilled are question

Hey

Got a Q about algor mortis
Assuming I use LvL1 creeping frost, can the enemy be sapped? Do I need to inflict damage? Hit a threshold?
Or is it like Beacon of ruin, enemy will be sapped for certain value?


Ty
Last bumped on Aug 28, 2020, 4:43:38 AM
Chilled Areas work like (but supposedly are not) Chilled ground: as long as something stays inside it, it will be chilled for a fixed value. When it is not clearly, explicitally stated otherwise, a "fixed" chill will have a "base" effectiveness of 10% Reduced Action Speed. If you have "increased chill effect", that 10% will be boosted accordingly (for example, a +100% increased effect of chill will yield a Chilled Area of 20% Reduced Action Speed).

For Algor Mortis to cause sap, an enemy has to stay inside the chilled area. They don't need to take damage from them, making them "sappable" even in an Avatar of Fire environment.
Remind yourself that Sap is an Non-Damaging Elemental Status ailment, and its efficacy can be increased with a "Increased effect of your non-damaging [elemental] ailments"

Generic rule is: if a non-damaging ailment is applied by something that is not an hit, it will have a "fixed" value, that is either shown when ALTting the object with Advanced Description option on, or can be found on Wikia. It may also be subject to change during Major Patches - read "Leagues".

Beacon of Ruin is a bit different, because it makes certain ailments have a raised minimum efficacy. If Beacon of Ruin states "you chill will always Reduce Action Speed by at least 20%, that means that everything that chills (whether from an hit or not) will chill for at least 20% - should you hit for a chill of 30%, then you will chill for 30%. If your hit would chill for 4%, they will instead chill for 20% because Beacon
"
Maxtrux wrote:
Chilled Areas work like (but supposedly are not) Chilled ground: as long as something stays inside it, it will be chilled for a fixed value. When it is not clearly, explicitally stated otherwise, a "fixed" chill will have a "base" effectiveness of 10% Reduced Action Speed. If you have "increased chill effect", that 10% will be boosted accordingly (for example, a +100% increased effect of chill will yield a Chilled Area of 20% Reduced Action Speed).

For Algor Mortis to cause sap, an enemy has to stay inside the chilled area. They don't need to take damage from them, making them "sappable" even in an Avatar of Fire environment.
Remind yourself that Sap is an Non-Damaging Elemental Status ailment, and its efficacy can be increased with a "Increased effect of your non-damaging [elemental] ailments"

Generic rule is: if a non-damaging ailment is applied by something that is not an hit, it will have a "fixed" value, that is either shown when ALTting the object with Advanced Description option on, or can be found on Wikia. It may also be subject to change during Major Patches - read "Leagues".

Beacon of Ruin is a bit different, because it makes certain ailments have a raised minimum efficacy. If Beacon of Ruin states "you chill will always Reduce Action Speed by at least 20%, that means that everything that chills (whether from an hit or not) will chill for at least 20% - should you hit for a chill of 30%, then you will chill for 30%. If your hit would chill for 4%, they will instead chill for 20% because Beacon

Note that Algor Mortis provides a regular chance to sap, which does not enable non-lightning damage to sap, so you will not be able to sap enemies yourself with Avatar of Fire (other players or minions will be able to sap if enemies are in your chilling areas, even if they do not take damage from those areas).

@OP The extent to which an enemy is sapped depends on the sapping damage it takes from a single hit that saps. The exact formula for sap effect is unknown, though it is presumed to be the same as chill and shock but with a different coefficient.
Thats what im trying to figure out
Assuming I use creeping frost, I hit the enemy and now he is on chilled ground.
The sap applies from the creeping frost? Or do I have to hit him again with lightning damage?
Or maybe I need to add lightning damage to creeping frost?

A bit confusing lol
"
DER_PSYCHOPATH wrote:

Note that Algor Mortis provides a regular chance to sap, which does not enable non-lightning damage to sap, so you will not be able to sap enemies yourself with Avatar of Fire (other players or minions will be able to sap if enemies are in your chilling areas, even if they do not take damage from those areas).


Hmm... reasonable enough. I know that Scorch, Brittle and Sap applies for respectively Fire, Cold and Lightning damage. I did not expect however they were strictly tied to them.

Creeping Frost has two components: the Hit and the Chilling Area generation. If we can draw a comparison to Essence Drain, then we can expect the Hit part to come before the Chilling Area generation.
In that case, when Creeping Frost hit there is no Chilling Area yet, so the hit will only apply ailments related to cold damage (usually chill, freeze and Brittle). After the Chilling Area is deployed, then everything that has a lightning damage component will be able to Sap the enemy as long as it stands on one of your Chilling Areas.

In other words, you can't expect for a single Creeping Frost to be able to both chill and sap an enemy with its hit, even if you put an Added Lightning Damage on it
Yeah that's sounds right
Enenmy needs to stand in a chilling area, created by the player, and only then he can be sapped by lightning damage

Report Forum Post

Report Account:

Report Type

Additional Info